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8094 742d 18h hendricks266 /source/build/src/sdlayer.cpp Add Voidwrap, by Striker and NY00123. Heavily reorganized by me.  
8063 754d 21h terminx /source/build/src/sdlayer.cpp Support fullscreening to the correct display in multiple monitor configurations  
8060 754d 23h terminx /source/build/src/sdlayer.cpp Fix SDL borderless windowed mode for real this time

Introduces r_borderless cvar. 0: never borderless, 1: always borderless, 2: borderless if resolution matches desktop resolution (default).
 
8050 757d 4h pogokeen /source/build/src/sdlayer.cpp Change some clocks to support sub-tick precision using a new class, ClockTicks.
Using that higher precision, interpolate at a higher granularity.
Further, truncate the target interpolation time to vertical blank boundaries to avoid producing temporal artifacts.
Fix issues caused by interpolation calculations being handled differently in multiple places (and fix cases where smoothratios were being thrown away only to be redone without checking all proper conditions).
Ensure ClockTicks changes do not break other targets (EKenBuild, VoidSW), but note any interpolation there is not similarly updated.
 
8043 763d 14h hendricks266 /source/build/src/sdlayer.cpp Fix mouse buttons 4 and 5 on Linux with SDL2, at least for 2.0.9 and up  
8035 768d 2h terminx /source/build/src/sdlayer.cpp Reduce stencil buffer size

Revert if it causes issues in anything.
 
8031 768d 8h terminx /source/build/src/sdlayer.cpp Add r_swapcomplete cvar to control what happens after SDL_GL_SwapWindow()

0: do nothing
1: glFinish()
2: busy loop until currentVBlankInterval
3: glFlush()
 
8020 769d 1h terminx /source/build/src/sdlayer.cpp Fix borderless windowed fullscreen mode  
8010 769d 13h pogokeen /source/build/src/sdlayer.cpp sdlayer.cpp: use glFinish() to synchronize with the buffer swap  
8005 770d 2h terminx /source/build/src/sdlayer.cpp Revert "This should be enough for SDL controller hotplug support but I haven't tested it"  
8003 770d 3h terminx /source/build/src/sdlayer.cpp This should be enough for SDL controller hotplug support but I haven't tested it  
8002 770d 3h terminx /source/build/src/sdlayer.cpp This timing stuff actually works

It doesn't help when it turns out the compiler is broken and implementing std::chrono::high_resolution_clock as something that only counts in ms instead of properly aliasing it to std::chrono::steady_clock!
 
7985 770d 14h hendricks266 /source/build/src/sdlayer.cpp Rescan for controllers when toggling gamepads back on  
7977 771d 2h terminx /source/build/src/sdlayer.cpp Re-introduce functionality removed in r7975, with improved timing  
7976 771d 3h terminx /source/build/src/sdlayer.cpp Replace separate timer implementations in SDL and Winlayer with a shared implementation based on std::chrono  
7975 771d 3h terminx /source/build/src/sdlayer.cpp There's no way this is correct.  
7968 771d 8h hendricks266 /source/build/src/sdlayer.cpp Implement controller defaults  
7958 772d 2h hendricks266 /source/build/src/sdlayer.cpp Make use of SDL2's Game Controller API.

Thanks to JonoF for his take on this.
 
7956 772d 2h hendricks266 /source/build/src/sdlayer.cpp Report 16-bit analog axis precision to the game instead of arbitrarily truncating it to ~14.3 bits.  
7928 775d 19h hendricks266 /source/build/src/sdlayer.cpp Revert r7908 because it introduces a race on dabuf  

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